2022
DOI: 10.1155/2022/3921842
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Investigation on the Use of Virtual Reality in the Flipped Teaching of Martial Arts Taijiquan Based on Deep Learning and Big Data Analytics

Abstract: Flipping classroom teaching of martial arts “Taijiquan” is a contemporary teaching method that primarily uses information technology tools to accomplish the natural fusion of information technology and education and teaching. Digital teaching materials influence the conventional classroom. The conventional teaching approach of teacher instruction and student learning is no longer satisfactory to students. Virtual reality (VR) technology and physical education integration and development have currently emerged … Show more

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Cited by 9 publications
(8 citation statements)
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“…The parameters are energy usage, average task completion task, implementation cost, and resource management e ciency. The existing techniques are IoT [31], deep learning (DL) [32], arti cial intelligence (AI) [33]. Table 1 represents the energy usage of existing models with the proposed model.…”
Section: Resultsmentioning
confidence: 99%
“…The parameters are energy usage, average task completion task, implementation cost, and resource management e ciency. The existing techniques are IoT [31], deep learning (DL) [32], arti cial intelligence (AI) [33]. Table 1 represents the energy usage of existing models with the proposed model.…”
Section: Resultsmentioning
confidence: 99%
“…Therefore, researchers usually desire benchmark datasets ready to conduct research studies. Table 6 summarizes 15 benchmark datasets in descending order in publication year [109][110][111][112][113][114][115][116][117][118][119][120][121][122][123], comprising VR [109,111,113,114,116,123] or AR [110,112,115,[117][118][119][120][121][122] data for educational research. Driving training to improve vehicle-pedestrian interactions [123] Open access 169 users contributed 1980 gazes and head trajectories using VR automatic alignment of VR video cuts…”
Section: Standards Of Ar/vr/mrmentioning
confidence: 99%
“…For datasets [120,121,123], although the applications are indirectly related to education, the datasets can contribute to user behavior analysis [120], enhancement of the simulation environment [121], and alignment of VR video cuts [123]. There are three types of accessibility for the benchmark datasets, namely open access [109,[119][120][121][122][123], a reasonable request to the corresponding author [110][111][112][113][114][116][117][118], and a request by returning a completed form called an end user license agreement [115]. The first type best maximizes the download rate, whereas the other types facilitate better interactions between researchers (data owners and downloaders).…”
Section: Standards Of Ar/vr/mrmentioning
confidence: 99%
“…This would allow for continuous authentication and identification of users. Over time, users' behaviors naturally vary, impacting their body movements and the trajectories of virtual reality equipment like the headgear and controllers [7]. Online courses, where students engage in virtual classrooms with little face-to-face contact, have becoming more common [8].…”
Section: Introductionmentioning
confidence: 99%